Hellfromabove Posted December 23, 2009 Posted December 23, 2009 What about 6A > 5D > j.B > 5A - 6B > j.6D? Any specific timing on this? And is it possible to do another 5A-6B if near the corner? also what about 5A - 5D? Well, tried this out for you tonight. Best thing to do here if in the corner is: 6A > 5D > j.B > 5A - 6B > j.6D > 5D If you try doing another 5A - 6B they are able to tech right after the 5A so best to just do a 5D. Also, if they are in D loop you can spam 5A - 6B > j.6D about 3 times while D bug is in range. Don't keep spamming it or they will be able to tech. Of course doing this prorates the combo quite a bit. It's just to scare them into thinking like wtf is going on and forcing them to burst. It will work for the next few months and probably a couple months after console release but I wouldn't do it in a tourney, or would I...? -Tha Hindu
Irrsinn Posted December 24, 2009 Posted December 24, 2009 Has anyone checked out if 214214D>5D>JA>JC>JD fills either 100% or 71% of the gauge yet?
Hellfromabove Posted December 24, 2009 Posted December 24, 2009 Has anyone checked out if 214214D>5D>JA>JC>JD fills either 100% or 71% of the gauge yet? Does this actually work? 214214D sends the opponent flying upwards and also the recovery time for Arakune is quite large in this period. With the start-up time for 5D as well I don't see it hitting. BTW, I can vouch and say that 214214D fills 60% of the fever meter. -Tha Hindu
Irrsinn Posted December 24, 2009 Posted December 24, 2009 Me and Skye have tested the combo in CT, and it works, the only way for it to don't work is if you double jump, so it should work in CS. Problem is, in CT only the last hit of 214214D curses the opponent, if you push them out the hitbox of the move with anything (burst for example) before the last hit connects, it doesn't curse. So thats why I'm asking if in CS it fills gauge if the last hit doesn't connect. And man, you guys are confusing me with this 60% or 31% bullshit, make up your mind already goddammit :8/:.
kousaka Posted December 28, 2009 Posted December 28, 2009 i haven't hit with the pit super yet in CS.. i think i've hit with the AF more often then with this super.. im having a lot of inconsistencies with the combo starters on hazama and rachel and i have no idea why also in recent vids im not exactly sure how kune players are doing it but after a curse they super jump forward and i assume they hold down some buttons for bugs.. but they dont' trigger any attacks.. are they using jump startup/landing recovery or something? they typically throw a/b bugs then confirm with a c bug into combo and they do all that while moving forwards opponent
Skye Posted December 28, 2009 Posted December 28, 2009 They probably buffer it upon initial curse. As for the air super. By best method for getting it in is tech trapping them with a j.b, if you hit them with it while they're in the air, they'll shoot to the ground and (most likely) instinctively neutral tech immediately, use that time frame to do the super, they'll tech right into it.
kousaka Posted December 28, 2009 Posted December 28, 2009 hmm i'll give that tech trap a try but do u mean jB or jC? also i noticed that it's necessary depending on screen location to adjust your combo starters, during the D bug down part you have to walk into them and move them forward a bit for the up D bug part to hit
Skye Posted December 28, 2009 Posted December 28, 2009 Use j.b, j.c has too long untech time, while j.b is techable the second they hit the ground. I saw them adjusting their opponents to the D bug, I'm taking all sorts of mad notes with these videos. The first thing I want to practice once I get my paws on CS is the 100% meter combo off of an air grab, I've seen some players do it off of a full jump (not very close to the ground), instead of landing and doing a TK j.d, they do the j.d on the way down after successfully doing the throw, then follow up with the 5d and you know the rest. I would also like for someone to confirm if the same setup can be done with a FC 5c (instead of an air throw).
Matt Posted December 28, 2009 Author Posted December 28, 2009 Skye, please start making suggestions once you have actually played the game. What I really want is this thread to be filled with concrete information straight from the source with a very small amount of speculation. Whatever notes you have taken from videos and stuff you can post here, but I'm not so sure how much you can help someone who is working on a combo. Preferably I would like someone like HFA or Kousaka, both of which are playing the game, to answer questions about combos (even though Kousaka is asking the question at the moment ;-).
Matt Posted December 28, 2009 Author Posted December 28, 2009 Or try and get him to answer the question on this thread, so that everyone can see the answer and I can (eventually) add that info to the first post. Edit: this post came off as a little rude. Sorry about that .
InspectorOda Posted December 28, 2009 Posted December 28, 2009 Spent some time playing CS. Some random things I noticed. Sorry if anything is a repeat. -jC > j2A > Dive Cancel 5D works. Basically, Dive Cancel 5D combos OTG. Depends on positioning and opponent hitbox though, but seems to work in the corner all the time. -Any bug can still be summoned after curse runs out as long as the button is released before the meter runs out. -100% curse off Air Throw works on most characters even above IAD height. -C bug actually launches for the loop. -Rekka has terrible proration. -Lockdown is ridiculous now. Main problems so far for me. -v-13 and Hazama are extremely annoying to approach. -Why the hell is Litchi immortal now. -236B does not guard break.
Matt Posted December 29, 2009 Author Posted December 29, 2009 Irrsinn, come on man! I don't want to see sick shit like that! If you're gonna post a picture like that, just post the link, so that the people who come here have a choice as to whether or not they're gonna see something like that. If you have an informative picture like the curse chart, post it. If it is something like this ^^^ picture above, just post the link. Please, just to be considerate of others. Edit: Since I was the last one to post, I'm just gonna edit this one. Can you guys be more specific when you say loop from now on because Arakune is getting a new loop by the day and I don't know what's what. Ex: 6C loop, Bird loop, triple dive loop, etc.
Skye Posted December 29, 2009 Posted December 29, 2009 Skye, please start making suggestions once you have actually played the game. What I really want is this thread to be filled with concrete information straight from the source with a very small amount of speculation. Whatever notes you have taken from videos and stuff you can post here, but I'm not so sure how much you can help someone who is working on a combo. Preferably I would like someone like HFA or Kousaka, both of which are playing the game, to answer questions about combos (even though Kousaka is asking the question at the moment ;-). But Luna made a wall of Theory CS combos un-confronted. I wasn't making suggestions about a combo of any sort, just a possible way to help get the air super in easier, kou apparently appreciated the idea I gave him to try. And aside from that I asked for simple confirmation of a combo I thought of. You make me a sad panda. Love is indeed gone.
lunaris Posted December 29, 2009 Posted December 29, 2009 i've noticed we have two different threads for combos which seem to have the same or very similar purpose(CS wiki list, and CS combo thread). perhaps we could either merge these or separate their uses(one for general combo discussion, one for official/tested/video/wiki combo discussion). matt, if you're just against speculation by people who haven't played, that's understandable, but it'd limit sources for combo ideas pretty severely considering how few arcades with CS exist in the states. in the end it's up to you or a mod but i figured i'd bring up the issue of two threads.
kousaka Posted December 29, 2009 Posted December 29, 2009 well i could delete the other thread no problem, i just thought a translation of the wiki combos would be useful.. i've been testing them daily
Matt Posted December 29, 2009 Author Posted December 29, 2009 Never mind, forget what I've said. Let's not talk about it anymore. I don't want to derail the thread. All I'm saying is that it's preferable when someone asks a question about how to do a combo that someone who is already playing the game to answer the question to prevent misinformation from being spread. I guess it's no big deal though because once I start compiling all of the stuff beyond combos, like notations and timing and good starters and other stuff like that, I'll just split it into sections. So let's just forget what I said and continue the discussion like it was before I said anything.
Hellfromabove Posted December 29, 2009 Posted December 29, 2009 So where these questions at guys? Let's start answering some CSness. -Tha Hindu
Skye Posted December 29, 2009 Posted December 29, 2009 Can you confirm if FC 5c > j.d > 5d > j.a > j.c > j.d is legit?
Hellfromabove Posted December 29, 2009 Posted December 29, 2009 Can you confirm if FC 5c > j.d > 5d > j.a > j.c > j.d is legit? Does FC stand for float cancel? So basically I'd be in the air to do the 5c so it would actually be a j.5c? -Tha Hindu
Hellfromabove Posted December 29, 2009 Posted December 29, 2009 Okay, if I'm not mistaken he only has one FC which is 2C. Now, even if you hit them with the end of 2C the 5C wouldn't come out in time and would just wiff. Also, 5C > j.D doesn't work (as far as I've seen or tested). -Tha Hindu
Matt Posted December 29, 2009 Author Posted December 29, 2009 i haven't hit with the pit super yet in CS.. i think i've hit with the AF more often then with this super.. im having a lot of inconsistencies with the combo starters on hazama and rachel and i have no idea why also in recent vids im not exactly sure how kune players are doing it but after a curse they super jump forward and i assume they hold down some buttons for bugs.. but they dont' trigger any attacks.. are they using jump startup/landing recovery or something? they typically throw a/b bugs then confirm with a c bug into combo and they do all that while moving forwards opponent Here HFA, is a question Kousaka posted earlier. Skye answered it earlier, but I would like to see an answer from someone who has had a lot of hands on experience from the game.
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